Efficient image allocation for zone rendering

ABSTRACT

Embodiments of the present invention efficiently support rendering of high resolution images under zone rendering. In particular, a bin array rectangle and binner clipping rectangle for determining primitive-zone intersections. Both of these rectangles are defined by graphics device state variables containing the screen-space location of the rectangle corners. In particular, the binner clipping rectangle is used to define the visible region in screen coordinates. Objects completely outside the binner clipping rectangle in one or more directions will be discarded. Objects that cannot be trivially rejected are subjected to bin determination. The bin array rectangle handles color buffer resolutions larger than could otherwise be accommodated by the optimally-renderer image limits.

BACKGROUND

[0001] 1. Field

[0002] The present invention relates generally to graphics systems andmore particularly to graphics-rendering systems.

[0003] 2. Background Information

[0004] Computer graphics systems are commonly used for displayinggraphical representations of objects on a two-dimensional video displayscreen. Current computer graphics systems provide highly detailedrepresentations and are used in a variety of applications. In typicalcomputer graphics systems, an object to be represented on the displayscreen is broken down into graphics primitives. Primitives are basiccomponents of a graphics display and may include points, lines, vectorsand polygons, such as triangles and quadrilaterals. Typically, ahardware/software scheme is implemented to render or draw the graphicsprimitives that represent a view of one or more objects beingrepresented on the display screen.

[0005] The primitives of the three-dimensional objects to be renderedare defined by a host computer in terms of primitive data. For example,when the primitive is a triangle, the host computer may define theprimitive in terms of X, Y and Z coordinates of its vertices, as well asthe red, green and blue (R, G and B) color values of each vertex.Additional primitive data may be used in specific applications.

[0006] Image rendering is the conversion of a high-level object-baseddescription into a graphical image for display on some display device.For example, an act of image rendering occurs during the conversion of amathematical model of a three-dimensional object or scene into a bitmapimage. Another example of image rendering is converting an HTML documentinto an image for display on a computer monitor. Typically, a hardwaredevice referred to as a graphics-rendering engine performs thesegraphics processing tasks. Graphics-rendering engines typically renderscenes into a buffer that is subsequently output to the graphical outputdevice, but it is possible for some rendering-engines to write theirtwo-dimensional output directly to the output device. Thegraphics-rendering engine interpolates the primitive data to compute thedisplay screen pixels that represent the each primitive, and the R, Gand B color values of each pixel.

[0007] A graphics-rendering system (or subsystem), as used herein,refers to all of the levels of processing between an application programand a graphical output device. A graphics engine can provide for one ormore modes of rendering, including zone rendering. Zone renderingattempts to increase overall 3D rendering performance by gaining optimalrender cache utilization, thereby reducing pixel color and depth memoryread/write bottlenecks. In zone rendering, a screen is subdivided intoan array of zones and per-zone instruction bins, used to hold all of theprimitive and state setting instructions required to render eachsub-image, are generated. Whenever a primitive intersects (or possiblyintersects) a zone, that primitive instruction is placed in the bin forthat zone. Some primitives will intersect more than one zone, in whichcase the primitive instruction is replicated in the corresponding bins.This process is continued until the entire scene is sorted into thebins. Following the first pass of building a bin for each zoneintersected by a primitive, a second zone-by-zone rendering pass isperformed. In particular, the bins for all the zones are rendered togenerate the final image.

[0008] What is needed therefore is an efficient image/bin allocationmethod and apparatus for zone rendering.

BRIEF DESCRIPTION OF THE DRAWINGS

[0009]FIG. 1 illustrates a block diagram of an embodiment of a computersystem including an embodiment of a graphics device for implementingefficient image/bin allocation for zone rendering.

[0010]FIG. 2 illustrates a block diagram of an embodiment of a graphicsdevice including a graphics-binning engine, graphics-rendering engineand bins.

[0011]FIG. 3 illustrates a depiction of an embodiment of a zone rendererscreen view including zones and geometrical primitives.

[0012]FIG. 4 illustrates a block diagram of an embodiment of a zonerenderer screen view including zones, geometrical primitives and bins.

[0013]FIG. 5 illustrates a block diagram of an embodiment of zones, abin array rectangle and a bin-clipping rectangle.

[0014]FIG. 6 illustrates a block diagram of an embodiment of binningwith non-coincident bin array rectangle and bin clipping rectangle.

[0015]FIG. 7 illustrates a flow diagram of an embodiment of a processfor efficient image/bin allocation for zone rendering.

DETAILED DESCRIPTION

[0016] Embodiments of the present invention efficiently supportrendering of high resolution images under zone rendering. In particular,a bin array rectangle and binner clipping rectangle for determiningprimitive-zone intersections. Both of these rectangles are defined bygraphics device state variables containing the screen-space location ofthe rectangle comers. In particular, the binner clipping rectangle isused to define the visible region in screen coordinates. Objectscompletely outside the binner clipping rectangle in one or moredirections will be discarded. Objects that cannot be trivially rejectedare subjected to bin determination. The bin array rectangle handlescolor buffer resolutions larger than could otherwise be accommodated bythe optimally-renderer image limits.

[0017] In the detailed description, numerous specific details are setforth in order to provide a thorough understanding of the presentinvention. However, it will be understood by those skilled in the artthat the present invention maybe practiced without these specificdetails. In other instances, well-known methods, procedures, componentsand circuits have been described in detail so as not to obscure thepresent invention.

[0018] Some portions of the detailed description that follow arepresented in terms of algorithms and symbolic representations ofoperations on data bits or binary signals within a computer. Thesealgorithmic descriptions and representations are the means used by thoseskilled in the data processing arts to convey the substance of theirwork to others skilled in the art. An algorithm is here, and generally,considered to be a self-consistent sequence of steps leading to adesired result. The steps include physical manipulations of physicalquantities. Usually, though not necessarily, these quantities take theform of electrical or magnetic signals capable of being stored,transferred, combined, compared, and otherwise manipulated. It hasproven convenient at times, principally for reasons of common usage, torefer to these signals as bits, values, elements, symbols, characters,terms, numbers or the like. It should be understood, however, that allof these and similar terms are to be associated with the appropriatephysical quantities and are merely convenient labels applied to thesequantities. Unless specifically stated otherwise as apparent from thefollowing discussions, it is appreciated that throughout thespecification, discussions utilizing such terms as “processing” or“computing” or “calculating” or “determining” or the like, refer to theaction and processes of a computer or computing system, or similarelectronic computing device, that manipulate and transform datarepresented as physical (electronic) quantities within the computingsystem's registers and/or memories into other data similarly representedas physical quantities within the computing system's memories, registersor other such information storage, transmission or display devices.

[0019] Embodiments of the present invention may be implemented inhardware or software, or a combination of both. However, embodiments ofthe invention may be implemented as computer programs executing onprogrammable systems comprising at least one processor, a data storagesystem (including volatile and non-volatile memory and/or storageelements), at least one input device, and at least one output device.Program code may be applied to input data to perform the functionsdescribed herein and generate output information. The output informationmay be applied to one or more output devices, in known fashion. Forpurposes of this application, a processing system includes any systemthat has a processor, such as, for example, a digital signal processor(DSP), a micro-controller, an application specific integrated circuit(ASIC), or a microprocessor.

[0020] The programs may be implemented in a high level procedural orobject oriented programming language to communicate with a processingsystem. The programs may also be implemented in assembly or machinelanguage, if desired. In fact, the invention is not limited in scope toany particular programming language. In any case, the language may be acompiled or interpreted language.

[0021] The programs may be stored on a storage media or device (e.g.,hard disk drive, floppy disk drive, read only memory (ROM), CD-ROMdevice, flash memory device, digital versatile disk (DVD), or otherstorage device) readable by a general or special purpose programmableprocessing system, for configuring and operating the processing systemwhen the storage media or device is read by the processing system toperform the procedures described herein. Embodiments of the inventionmay also be considered to be implemented as a machine-readable storagemedium, configured for use with a processing system, where the storagemedium so configured causes the processing system to operate in aspecific and predefined manner to perform the functions describedherein.

[0022] An example of one such type of processing system is shown inFIG. 1. Sample system 100 may be used, for example, to execute theprocessing for methods in accordance with the present invention, such asthe embodiment described herein. Sample system 100 is representative ofprocessing systems based on the microprocessors available from IntelCorporation, although other systems (including personal computers (PCs)having other microprocessors, engineering workstations, set-top boxesand the like) may also be used. In one embodiment, sample system 100 maybe executing a version of the WINDOWS.TM. operating system availablefrom Microsoft Corporation, although other operating systems andgraphical user interfaces, for example, may also be used.

[0023]FIG. 1 is a block diagram of a system 100 of one embodiment of thepresent invention. The computer system 100 includes central processor102, graphics and memory controller 104 including graphics device 106,memory 108 and display device 114. Processor 102 processes data signalsand may be a complex instruction set computer (CISC) microprocessor, areduced instruction set computing (RISC) microprocessor, a very longinstruction word (VLIW) microprocessor, a process implementing acombination of instruction sets, or other processor device, such as adigital signal processor, for example. Processor 102 may be coupled tocommon bus 112 that transmits data signals between processor 102 andother components in the system 100. FIG. 1 is for illustrative purposesonly. The present invention can also be utilized in a configurationincluding a descrete graphics device.

[0024] Processor 102 issues signals over common bus 112 forcommunicating with memory 108 or graphics and memory controller 104 inorder to manipulate data as described herein. Processor 102 issues suchsignals in response to software instructions that it obtains from memory108. Memory 108 may be a dynamic random access memory (DRAM) device, astatic random access memory (SRAM) device, or other memory device.Memory 108 may store instructions and/or data represented by datasignals that may be executed by processor 102, graphics device 106 orsome other device. The instructions and/or data may comprise code forperforming any and/or all of the techniques of the present invention.Memory 108 may also contain software and/or data. An optional cachememory 110 may be used to speed up memory accesses by the graphicsdevice 106 by taking advantage of its locality of access. In someembodiments, graphics device 106 can offload from processor 102 many ofthe memory-intensive tasks required for rendering an image. Graphicsdevice 106 processes data signals and may be a complex instruction setcomputer (CISC) microprocessor, a reduced instruction set computing(RISC) microprocessor, a very long instruction word (VLIW)microprocessor, a process implementing a combination of instructionsets, or other processor device, such as a digital signal processor, forexample. Graphics device 106 may be coupled to common bus 112 thattransmits data signals between graphics device 106 and other componentsin the system 100, including render cache 110 and display device 114.Graphics device 106 includes rendering hardware that among other thingswrites specific attributes (e.g. colors) to specific pixels of display114 and draw complicated primitives on display device 114. Graphics andmemory controller 104 communicates with display device 114 fordisplaying images rendered or otherwise processed by a graphicscontroller 104. Display device 114 may comprise a computer monitor,television set, flat panel display or other suitable display device.

[0025] Memory 108 stores a host operating system that may include one ormore rendering programs to build the images of graphics primitives fordisplay. System 100 includes graphics device 106, such as a graphicsaccelerator that uses customized hardware logic device or a co-processorto improve the performance of rendering at least some portion of thegraphics primitives otherwise handled by host rendering programs. Thehost operating system program and its host graphics application programinterface (API) control the graphics device 106 through a driverprogram.

[0026]FIG. 2 illustrates a block diagram of an embodiment 120 of agraphics device including a graphics-binning engine 120, vertex buffers150 including first buffer 152 including only vertex X and Y data,graphics-rendering engine 136 and bins 128. FIG. 3 illustrates anembodiment 160 of various screen objects implemented on a zone renderingsystem 120 (shown in FIG. 2) is illustrated. Referring to FIGS. 2 and 3,a screen object to be presented on the display screen is broken downinto graphics primitives 162. Primitives 162 may include, but are notlimited to, graphical objects such as polygons (e.g., triangles andquadrilaterals), lines, points and vectors. The graphics engine 106 isimplemented to render, or draw, the graphics primitives 162 thatrepresent a view of one or more screen objects being represented on thedisplay screen. In zone rendering, a screen is subdivided into an arrayof zones 164 commonly screen-space rectangles although other geometricvariants may be used as well. Each zone 164 is associated with a bin.Each bin 128 includes a chained series of command buffers 134 storedwithin non-contiguous physical memory pages. The bins 128 are thuspreferably implemented as a chain of independent physical pages.

[0027] When a primitive 162 intersects a zone 164, the correspondingprimitive instruction is placed in the bin 128 associated with the zone164 intersected. Per-zone instruction bins 128 are thus used to holdprimitive instructions and state-setting instructions required to rendereach sub-image and are generated by comparing the screen-space extent ofeach primitive 162 to the array of zones 164. Thus, as the primitives162 are received, the present invention determines which zone(s) 164each primitive 162 intersects, and replicates the primitive instructionsinto a bin 128 associated with each of these zones 164.

[0028] The process of assigning primitives (and their attributes) 162 tozones 164 is referred to as binning. “Bin”128 refers to the abstractbuffer used for each zone—where a bin 128 will typically be realized asa series of instruction batch buffers 134. Binning performs thenecessary computations to determine what primitives 162 lie in whatzones 164 and can be performed by dedicated hardware and/or softwareimplementations.

[0029] In one typical implementation, a driver 122 writes out a set ofprimitive instructions to be parsed by the graphics-binning engine 126.In particular, the information necessary for primitive binning is storedin vertex buffers 150, which includes first buffer 152 and second buffer154. As discussed in detail below, first buffer 150 stores vertex X andY data, while second buffer 154 contains the remainder of the vertexdata. For each zone 164 intersected by a primitive 162, thegraphics-binning engine writes corresponding primitive instructions intobuffers 134 associated with the zones 164 intersected. Given the splitvertex buffers 152 and 154, graphics binning-engine 126 is now permittedto read and cache only vertex screen X and Y data from first buffer 150.Some primitives 162 will intersect more than one zone 164, in which casethe primitive instruction is replicated in bins 128 corresponding to theintersected zones 164. For example, the lightning bolt depicted in FIG.3 intersects nine zones 164. This process is continued until the entirescene is sorted into bins 128.

[0030] Referring to FIG. 2, in a typical implementation, a graphicsprimitive and state-setting instruction stream, referred to as a sceneinput list 124, is initially applied to graphics-binning engine ringbuffer 125 associated with graphics-binning engine 126. The scene inputlist 124 may be a single, temporally-ordered scene description asreceived by the application programming interface (API).Graphics-binning engine 126 is typically implemented as a hardwarebinning engine (HWB) 126. One skilled in the art will recognize that asoftware or software plus hardware binner could be used as well. Thegraphics-binning engine 126 parses scene input list 124 and determineswhich zone(s) 164 each primitive 162 intersects.

[0031] As previously noted, the zones 164 are associated with bins 128.Graphics-binning engine 126 compares the screen-space extent of eachprimitive 162 to the array of zones 164, and replicates the associatedprimitive commands into corresponding bins 128. Bins 128 are comprisedof chained series of command buffers 134 typically stored withinnon-contiguous physical memory pages. A bin list is a list of buffers134 which comprise each bin 132. Pages are initially allocated to thebin memory pool (BMP) 140. The bin pointer list 130 is initialized withthe page numbers of the pages and stores write pointers into each binlist 132.

[0032] The graphics-binning engine 126 also maintains the currentgraphics state by parsing associated state-setting instructionscontained with the scene input list 124. Prior to placing a primitivecommand in any given bin 128, the graphics-binning engine 126 typicallyprecedes the primitive command in the bin 128 with any requiredstate-setting instructions.

[0033] After the scene input list 124 has been completely parsed, theassociated bins (i.e. bin 0, bin 1 . . . bin n−1) are ready to be usedby the graphics-rendering engine 136 to render the scene. As discussedin detail below, instructions are included at the end of the scene inputlist 124 to cause the graphics-binning engine 126 to increment theregister in pending scene counter 148 by one and initiate rendering ofthe binned scene. For example, graphics-binning engine 126 sends arender instruction to graphics-rendering engine ring buffer 157associated with graphics-rendering engine 136 via path 156.

[0034] Once all the primitives 162 are sorted and the command structurescompleted, a second pass is made to render the scene one zone 164 at atime. Following the first pass of building a bin for each zone 164intersected by a primitive 162, a second zone-by-zone rendering pass isperformed. In particular, the bins 128 for all the zones 164 arerendered to generate the final image, with each scene rendered one zone164 at a time. The order with which the zones 164 are rendered istypically not significant. All bins 128 associated with primitives 162that touch pixels within a particular zone 164 are rendered before thenext zone 164 is rendered. A single primitive 162 may intersect manyzones 164, thus requiring multiple replications. As a result, primitives162 that intersect multiple zones 164 are rendered multiple times (i.e.once for each zone 164 intersected).

[0035] Rendering performance improves as a result of the primitives 162being sorted by their intersection with zones 164 that are aligned tothe render cache 110. Since the graphics device 106 is only working on asmall portion of the screen at a time (i.e. a zone 164), it is able tohold the frame buffer contents for the entire zone 164 in a render cache110. The dimensions of the zone 164 are typically a constant tuned tothe size and organization of the render cache 110. It is by thismechanism that the render cache 110 provides optimal benefits—reuse ofcached data is maximized by exploiting the spatial coherence of a zone164. Through use of the zone rendering mode, only the minimum number ofcolor memory writes need be performed to generate the final image onezone 164 at a time, and color memory reads and depth memory reads andwrites can be minimized or avoided altogether. Use of the render cache110 thus significantly reduces the memory traffic and improvesperformance relative to a conventional renderer that draws eachprimitive completely before continuing to the next primitive.

[0036] Image/Bin Allocation

[0037]FIG. 4 illustrates a block diagram of an embodiment of a zonerenderer screen view of color buffer 178 including zones such as 172,geometrical primitives such as 174 and bins such as 176. As previouslynoted, color and depth buffers are divided into a 2-dimensional array ofrectangular zones. During the first pass of the zone rendering process,each screen-space graphics primitive is compared against the array ofzones, and commands to render the primitive are replicated into a “binlist” associated with each intersecting zone. As shown in FIG. 3, rendercache 110 is employed to cache intermediate color and depth buffervalues. Render cache 110 is logically organized as a two-dimensionalcache and of a fixed total size, though has programmable dimensions anddepth (bits per pixel) given the total size restriction. In a typicalimplementation, a 16 KB render cache 110 is split into two 8 KB forcolor values and 8 KB for depth values. Table 1 describes the possiblezone dimensions (in pixels) for a typical implementation: TABLE 1 Max(color bpp, depth bpp) Zone Size (pixels) 16 bits  64 wide × 64 high (4Kpixels) 128 wide × 32 high (4K pixels) 32 bits  64 wide × 32 high (2Kpixels)  32 wide × 64 high (2K pixels)

[0038]FIG. 5 illustrates a block diagram of an embodiment 180 of zones182, bin array rectangle 184 and bin-clipping rectangle 186. In order tocontrol cost and complexity, the number of supported bin lists (andtherefore zones) is limited by the device implementation to N bins (and,correspondingly, N zones), where for N=512. For 32 bpp, multiplying theN bin limit by the 2K pixel size of the render cache yields support for2N K pixel area for optimal zone rendering operation. In a typicalimplementation, this is 1M pixels for 32 bpp, 2M pixels for 16 bpp.However, the dimensions of the 3D image can exceed that area, andembodiments of the present invention permit zone rendering operation toremain functional and gracefully degrade with respect to performance.

[0039] Graphics-binning engine 126 (FIG. 2) uses two rectangles in theprocess of determining primitive-zone intersections: bin array rectangle184 and binner clipping rectangle 186. Both of these rectangles 184, 186are defined by graphics device state variables containing thescreen-space location of the rectangle comers. Binner clipping rectangle186 is used to define the visible region in screen coordinates. In mostcases, the binner clipping rectangle 186 will coincide with the extentof color buffer 178 (FIG. 4), though one skilled in the art willrecognize that this is not a requirement. Objects completely outsidebinner clipping rectangle 186 in one or more directions will bediscarded. Objects that cannot be discarded will be subject to bindetermination.

[0040] Bin array rectangle 184 is supported to handle color bufferresolutions larger than could otherwise be accommodated by theoptimally-renderer image limits. If this threshold is exceeded, someportions of the scene will be rendering non-optimally. The non-optimalrendering is caused by rendering zones 182 larger than the optimal(cache-sized) zone size, where additional color/Z bandwidth may berequired as the render cache 110 cannot contain the color and depthvalues for the enlarged zones.

[0041] When the color buffer resolution is at or below the threshold(s)(i.e., optimal conditions), bin array rectangle 184 is programmed toinclude all the zones 182 spanned by the binner clipping rectangle 186(which should itself coincide with color buffer 178). Bin arrayrectangle 184 is positioned using the following rules:

[0042] The origin (Xmin, Ymin) comer of bin array rectangle 184 isaligned to a zone 182; and

[0043] The (inclusive) width of bin array rectangle 184 is a multiple ofthe zone width.

[0044] However, the binner clipping rectangle 186 is used for trivialrejection and its maximum values need not be zone-aligned. In the casewhere binner clipping rectangle 186 maximum values are positioned withina zone 182, bin array rectangle 184 must still extend out to the zoneboundaries. As shown in FIG. 5, bin array rectangle 184 maximum valueswould extend past binner clipping rectangle 186 maximum values toinclude the full zone extent along those edges.

[0045] In those cases where the (optimal_zone_size*max_bins) thresholdpixel area is exceeded, bin array rectangle 184 is programmed using thefollowing additional rules:

[0046] The comers are zone-aligned in X and Y, but need not coincidewith the binner clipping rectangle 186 comers (e.g., the bin arrayrectangle 184 can be centered within the binner clipping rectangle 186,or justified to a certain edge of the binner clipping rectangle 186,etc).

[0047] The total area of the bin array rectangle 184 is equal (or lessthan) the (optimal_chunk_size*max_bins) threshold.

[0048] Together, bin array rectangle 184 and binner clipping rectangle186 define a 2D array of zones with associated bin numbers.

[0049]FIG. 6 illustrates a block diagram of an embodiment 190 of binningwith non-coincident bin array rectangle 192 and bin clipping rectangle194. For the case where bin array rectangle 192 is smaller than binnerclipping rectangle 194, the interior zones 196 have optimal zonedimensions, though the zones 198 along the edges of bin array rectangle184 are extended out to binner clipping rectangle 186 boundaries (asrequired) to define zones 198 larger than the optimal zone size.

[0050]FIG. 7 illustrates a flow diagram of an embodiment 200 of aprocess for efficient image/bin allocation for zone rendering. Inparticular, a visible region in screen coordinates using a binnerclipping rectangle is initially defined (step 202). The binner clippingrectangle typically coincides with the extent of a color buffer. A binarray rectangle and threshold are defined to handle buffer resolutions(steps 204 and 206). The binner clipping rectangle and bin arrayrectangle are typically defined by graphics device state variablescontaining screen space location of rectangle comers.

[0051] When the buffer resolution exceeds the threshold (step 208),portions of the scene are rendered non-optimally (step 210). Inparticular, zones larger than optimal, all zone spanned by the binnerclipping rectangle are configured in the bin array rectangle (step 212).

[0052] Having now described the invention in accordance with therequirements of the patent statutes, those skilled in the art willunderstand how to make changes and modifications to the presentinvention to meet their specific requirements or conditions. Suchchanges and modifications may be made without departing from the scopeand spirit of the invention as set forth in the following claims.

What is claimed is:
 1. A method for determining object-zone intersections for objects in a scene comprising: defining a visible region in screen coordinates using a first rectangle; handling buffer resolutions using a second rectangle and an area threshold; discarding objects completely outside the first rectangle in one or more directions; and subjecting non-discarded objects to bin determination.
 2. The method of claim 1 wherein the first rectangle coincides with the extent of a color buffer.
 3. The method of claim 1 wherein the first and second rectangles are defined by graphics device state variables containing screen space location of rectangle comers.
 4. The method of claim 1 wherein handling color buffer resolutions using a second rectangle and threshold further comprises: rendering portions of the scene non-optimally when the buffer resolution exceeds the threshold.
 5. The method of claim 4 wherein rendering portions of the scene non-optimally when the buffer resolution exceeds the threshold further comprises: rendering zones larger than optimal zone size.
 6. The method of claim 1 wherein handling color buffer resolutions using a second rectangle and a threshold further comprises: configuring all zones spanned by the first rectangle in the second rectangle when the buffer resolution is at or below the threshold.
 7. The method of claim 1 further comprising positioning the second rectangle comprising: aligning an origin comer of the second rectangle to a zone; and configuring a width of the second rectangle to be a multiple of a zone width.
 8. The method of claim 7 wherein positioning the second rectangle further comprises: zone aligning comers in X and Y; and configuring a total area of the second rectangle to be equal or less than the threshold.
 9. The method of claim 1 further comprising: extending zones along the edges of the second rectangle out to first rectangle boundaries to define zones larger than optimal zone size when the second rectangle is smaller than the first rectangle.
 10. The method of claim 1 further comprising: configuring zones having a same size when the first and second rectangle coincide.
 11. A machine readable medium having stored therein a plurality of machine readable instructions executable by a processor to determine object-zone intersections for objects in a scene comprising: instructions to define a visible region in screen coordinates using a first rectangle; instructions to handle buffer resolutions using a second rectangle and an area threshold; instructions to discard objects completely outside the first rectangle in one or more directions; and instructions to subject non-discarded objects to bin determination.
 12. The machine readable medium method of claim 11 wherein the first rectangle coincides with the extent of a color buffer.
 13. The machine readable medium method of claim 11 wherein the first and second rectangles are defined by graphics device state variables containing screen space location of rectangle comers.
 14. The machine readable medium method of claim 11 wherein instructions to handle color buffer resolutions using a second rectangle and threshold further comprises: instructions to render portions of the scene non-optimally when the buffer resolution exceeds the threshold.
 15. The machine readable medium method of claim 14 wherein instructions to render portions of the scene non-optimally when the buffer resolution exceeds the threshold further comprises: instructions to render zones larger than optimal zone size.
 16. The machine readable medium method of claim 11 wherein instructions to handle buffer resolutions using a second rectangle and a threshold further comprises: instructions to configure all zones spanned by the first rectangle in the second rectangle when the buffer resolution is at or below the threshold.
 17. The machine readable medium method of claim 11 further comprising instructions to position the second rectangle comprising: instructions to align an origin comer of the second rectangle to a zone; and instructions to configure a width of the second rectangle to be a multiple of a zone width.
 18. The machine readable medium method of claim 17 wherein instructions to position the second rectangle further comprises: instructions to zone align comers in X and Y; and instructions to configure a total area of the second rectangle to be equal or less than the threshold.
 19. The machine readable medium of claim 11 further comprising: instructions to extend zones along the edges of the second rectangle out to first rectangle boundaries to define zones larger than optimal zone size when the second rectangle is smaller than the first rectangle.
 20. The machine readable medium of claim 11 further comprising: instructions to configure zones having a same size when the first and second rectangle coincide.
 21. An apparatus to determine object-zone intersections for objects in a scene comprising: a first rectangle to define a visible region in screen coordinates; and a second rectangle to handle buffer resolutions based on an area threshold, wherein objects completely outside the first rectangle in one or more directions are discarded and non-discarded objects are subject to bin determination.
 22. The apparatus of claim 21 wherein the first rectangle coincides with the extent of a color buffer.
 23. The apparatus of claim 21 wherein the first and second rectangles are defined by graphics device state variables containing screen space location of rectangle comers.
 24. The apparatus of claim 21 further comprising: a device to render portions of the scene non-optimally when the buffer resolution exceeds the threshold.
 25. The apparatus of claim 24 wherein the device renders zones larger than optimal zone size. 